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Chockeh wrote on 2010-07-25 03:05
I think it would be much more smarter to make the current skills before G-13 available to all.
Then you can choose a class, and have that class-only skills.
Not something like disabling skills T_T.
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Serathx wrote on 2010-07-25 03:10
Well, I suppose I'll just stay as adventurer, I use both magic and melee way too much.
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Lan wrote on 2010-07-25 03:12
Quote from Chocklitshop;103850:
I think it would be much more smarter to make the current skills before G-13 available to all.
Then you can choose a class, and have that class-only skills.
Not something like disabling skills T_T.
o_O Choosing Adventurer lets you use all skills but the class specifics.
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Zid wrote on 2010-07-25 03:13
Quote from Arsik;103831:
I'm looking at this (the reactions) and saying that people need to think past their first thoughts when they hear "class system". While yes, there's a lot of room for errors, but it can very well be done extremely well to the point where people who were originally against it will probably love it more than the people who were saying that it's not going to be bad.
Plus besides, it gives people a purpose to play more if you think about it. How it is now, a good number of people are bored playing the same character, grinding the same dungeon/SM, using the same skills over and over again. Now with the class system, one birth, you can play as a pure melee character, do knighty things, get bored of it and change into a wizard and start nuking everything with magic from a far, and then a couple of weeks later, you can go back to being a little bit of everything before going into the ranged class to be a sniper. So for me, until I find out how devCAT planned on balancing things for the races playing each class, it looks like a good thing.
Quote from Kyouriharu;103843:
Lol, if this game has it as a choice then I can't understand what the problem is.
You have to remember, the G13 test servers recently got Magic/Melee dmg nerf.
Most likely because of the new Melee/Magic Masteries. I assume the same for Alchemy.
I do not believe the Adventurer class is the "true" class we've all been playing with. Not 100% every specific skill set, but something like 70%.
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Chockeh wrote on 2010-07-25 03:14
I mean like when you just choose specific classes, you still keep all your skills.
You just have your class specific skills and a stat boost.
Maybe even a title?
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Animefreak97 wrote on 2010-07-25 03:29
If no hasn't noticed yet there is a petition
Mabinogi G13 Patch - Petition Spot its goal is 1000 people to stop this patch.
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Ninjam wrote on 2010-07-25 03:31
Doesnt seem that bad to me, i want to see how it plays out. By the time were in g13, they will be in at least g14, and we will know how its all working and what to expect/complain about.
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Serathx wrote on 2010-07-25 03:32
Quote from Animefreak97;103877:
If no hasn't noticed yet there is a petition Mabinogi G13 Patch - Petition Spot its goal is 1000 people to stop this patch.
Have noticed.
It probably won't do much though. As far as I've seen, DevCat usually doesn't take back its' updates.
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Lan wrote on 2010-07-25 03:32
People are going like, change! We hate change! Must rage D:<
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User495 wrote on 2010-07-25 03:36
Quote from Lan;103887:
People are going like, change! We hate change! Must rage D:<
[Image: http://nomorecensorship.com/wp-content/uploads/2010/07/capt.8d045165e62d4d59a7853546c3f458df-c67ec42d88a747429e363da081d8d39c-0.jpg]
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Sarinii wrote on 2010-07-25 03:59
^ Hilarity.
I have mixed emotions towards this update. I'd rather they didn't implement it, but if they do...I'll try to adjust to it. It could be taken as an oppurtunity to further yourself in the game, too.
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Adelynn wrote on 2010-07-25 04:00
If there's classes I'd almost rather be playing Vinductus.
What I liked about Mabi is that I could go into crazy skill building. I haven't branched out much yet but the possibility was there.
I'll probably stay adventurer, but there are buffs and nerfs coming with the g13 classes >_<
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Juno wrote on 2010-07-25 04:01
Quote from NX Forums:
If you choose an adventurer, the existing and the status, selection of future bonuses is not affected.
When you select an article stamina 30, Will 10, vitality 20, stamina 20 status as a climb, but the intelligence and mana is reduced by 20. The article vitality, stamina, and stamina are corrected. Instead, it gradually reduces the mana. 16, 20, 21, is also reduced seeneun intellect.
Wizard Intelligence and mana selected 30, will rise to 10. And physical fitness 20, 10, is reduced vitality. Wizard is a big bonus mana and intellect. Reduced vitality and stamina, but mana per level up is a bonus. In a test server, and mind-to-20 per additional 1% spell damage is changed to unknown.
Bard family and the microwave instrument for the future is added performers. Stamina 10, skill 20, health 10, 10 stamina, 10 intellect, reduces the rise. Level-up status in addition to reduced intelligence is no penalty.
Dealers sell the stuff and leveling up is a type. As the last patch, get experience when the item was produced, this experience happens to apply only to the traders have not been confirmed yet. Good luck and stamina 30 dealers choosing the scale. However, the reduced mana production skills that seem to give a little uncomfortable.
Alchemist is a fitness penalty, but most stats are a bonus to the Drum Tower. Health status bonuses other than to reduce the 20 skills, intelligence, luck, determination, mana, stamina rises by 10.
Sounds like the classes give some nice stat differentials, with adventurers being exactly what we are now.
I think this is good. Hybrids were getting a little -too- powerful and adding skills to any type ran the risk of breaking the game wide open. Now each respective class can gain power without the developers having to put checks in.
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Serathx wrote on 2010-07-25 04:05
^ "Bard family and the microwave instrument"
SWEET A MICROWAVE. How do we play it?
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Phunkie wrote on 2010-07-25 04:14
I love the idea of having specialized classes, however, limiting you to using certain skills is a horrible idea.
It should have been like, you get magic skill bonuses if you're a Wizard, but you can still use every other skill.
I don't like this idea, even if it's optional. A lot of people use hybrid play in Mabinogi, especially at high total levels. This does not support hybrids at all.
I feel like this contradicts the whole point of Mabinogi's freedom and "fantasy life."
Also, how is a Wizard suppose to take down a Zombie in Their Method (or even G1) without Windmill?
Why should I have to wait 1 week to rebirth into an Adventurer or a Knight in order to fight monsters that should be easily defeated with basic skills?
P.S. HAPPY 1000TH POST!!